重置用于有效渲染粒子系统的保留图形内存的缓存。
为了有效地将其数据写入图形内存,粒子系统使用一个预先分配的顶点缓冲池。渲染大量粒子时,该池的大小会增加,然后即使之后渲染较少的粒子也能保持该大小。
在渲染大量粒子的情况下,维持大型池可以使将来的渲染更有效,并且已经对该池进行相应预调整。但是,大型池使用的内存更多,因此该函数允许释放该内存。
您知道已完成大量粒子渲染时,此方法最有用,并且在不久的将来(即从包含大量粒子的场景过渡到渲染较少粒子的场景时),无需渲染相似数量的粒子。
现代图形 API(如 DirectX12、Vulkan 和 Metal)不会使用预分配的顶点缓冲区池,因为它们可以在没有该池的情况下有效地运行。该方法对这些设备没有任何作用。
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